Before the iPhone, I worked on a few games for what were called "feature phones"
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Re: Before the iPhone, I worked on a few games for what were called "feature phones"
#2Re: Before the iPhone, I worked on a few games for what were called "feature phones"
#3Re: Before the iPhone, I worked on a few games for what were called "feature phones"
#4> Before the iPhone existed, I worked on a few games for what were called "feature phones": Doom RPG 1&2, Orcs&Elves 1&2, and Wolfenstein RPG. Qualcomm's native-code BREW platform had better versions, but I haven't seen any emulators and archives for it, so they may be lost at this point. The J2ME (java mobile) versions are still floating around, and can be emulated.
> My son wanted to get O&E2 running, so we set out on a little adventure. Kemulator ran the game, but audio was glitchy and it hung after you died in game. Well, we are programmers, we should be able to fix it. Unlike most emulator projects, Kemulator turned out to be closed source abandonware, so we moved over to freej2me, which is a live github project.
> The hang didn't happen, but audio was even worse. Missing sound effects was a simple bug fix -- MIDI sounds weren't seeking to the start on replays. We will submit a patch. Still, everything was glitchy with audio underruns. We noticed that the emulator was taking an absurd amount of CPU, despite the game being built for > We spent a frustrating afternoon exploring java profiling tools, but finally, Flight Recorder and JDK Mission Control pointed out the root cause: explicitly invoked garbage collection. A vague memory of having to call system.GC() every frame to avoid problems on some mobile phones bubbled up. We couldn't change the source on the game, but the jvm has a handy option -XX:+DisableExplicitGC that fixed everything right up.
> This is an interesting case where an operation is >10x slower on a modern computer.
> A GC sweep on a phone with 128k of heap is a very different thing than a desktop with a multi-GB heap.
> Some old writing about the early cell phone work: https://web.archive.org/web/20060502175605/http://www.armadi...
Re: Before the iPhone, I worked on a few games for what were called "feature phones"
#5Re: Before the iPhone, I worked on a few games for what were called "feature phones"
#6Worms, Zombie Infection, Sims, loads of Fishlab games, a silly GTA clone... Massive nostalgia hit
I expected it just to be the nostalgia, but actually those games hold up pretty well especially considering the limitations of the platform! Certainly they are a breath of fresh air compared to the microtransaction/ads/spin-the-wheel/spyware - ridden games for mobile platforms today.
Re: Before the iPhone, I worked on a few games for what were called "feature phones"
#7Re: Before the iPhone, I worked on a few games for what were called "feature phones"
#8Imagine having John Carmack randomly contribute a patch to your project, pretty awesome stuff.
Re: Before the iPhone, I worked on a few games for what were called "feature phones"
#9> Unlike most emulator projects, Kemulator turned out to be closed source abandonware
It is amazing that in the past two decades most emulators transitioned from closed source closely guarded secrets to open sourced and often under a popular license.
The preservation is unparalleled.
Re: Before the iPhone, I worked on a few games for what were called "feature phones"
#10The chain all in one place, such that it's readable: > Before the iPhone existed, I worked on a few games for what were called "feature phones": Doom RPG 1&2, Orcs&Elves 1&2, and Wolfenstein RPG. Qualcomm's native-code BREW platform had better versions, but I haven't seen any emulators and archives for it, so they may be lost at this point. The J2ME (java mobile) versions are still floating around, and can be emulate…